class_name EnemyEntityState
extends EntityState

#region 属性
@export_flags("避开","远离","寻找","游荡","基于目标速度的避开","基于目标速度的寻找","围绕","跟随")
var valid_behavior_type = 0
#endregion
#region 字段
#endregion
#region 信号
#endregion

#region 基类方法
func state_init(fsm:FSM):
	super.state_init(fsm)
func on_enter(from_state:State):
	super.on_enter(from_state)
	controller.control_all_context_behavior(false)
	controller.control_context_behavior_by_type(valid_behavior_type,true)
func on_update(delta:float):
	super.on_update(delta)
func on_physics_update(delta:float):
	super.on_physics_update(delta)
func on_exit(to_state:State):
	controller.control_all_context_behavior(false)
	super.on_exit(to_state)
func get_state_status() -> GameEnum.StateStatus:
	return super.get_state_status()
#endregion
#region 公共方法
#endregion
#region 私有方法
#endregion
#region 生命周期函数
#endregion
